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Hoo

Codemasters Staff
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About Hoo

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  1. Hi All, As previously mentioned, the CPU falls below our minimum specification so we are unable to offer proper support for it. Our official recommendation is to pursue a refund if you are able to. The dev team have taken a look at the crash dump that was provided and think they can stop that particular crash, but there might be other issues afterwards that we don't know about. As we are unable to test on these older chips anymore, any change that we make is purely speculative and might not work so please don't miss out on the opportunity to claim a refund by waiting for this fix. I will update this thread once there is more information on if and when a potential fix can be added to a future patch. Thanks.
  2. I've merged these threads as they relate to crashes on unsupported CPUs.
  3. Hi @JJgamer, We're sorry to hear that you are having issues accessing the game. Please could you confirm whether this was a purchase through the PlayStation Store and also let us know what country / region you purchased the product from? Thanks.
  4. Hoo

    F1 2020 UDP Specification

    Thanks for all the feedback so far. We will be going through this next week with the team to identify any bugs that we can fix. Regarding the player names issue, if anyone can provide examples of other current games that also provide player names through a similar API or output system, that would be very helpful for us to use as reference. 🙂
  5. Hoo

    F1 2020 UDP Specification

    a) That looks correct. v1.01 is missing the DRS activation zone, suggested gear changes and a few bug fixes. b) Hopefully soon!
  6. Hoo

    F1 2020 UDP Specification

    To confirm, the final UDP spec listed in the first post in this thread applies to v1.02 or later of the main game. Xbox users will need the next update to bring the UDP in line with this specification. I think a couple of the later changes were not available in v1.01. Apologies for the confusion with this.
  7. Hoo

    F1 2020 UDP Specification

    The 1.03 main game should contain the full UDP implementation used in the final beta version. What specific issues are you seeing?
  8. Hoo

    F1 2020 UDP Specification

    We've checked this internally and believe the doc to be correct, using 0-3 for the settings. Our test app shows this to be outputting as expected using these values.
  9. Hoo

    F1 2020 UDP Specification

    That was the last beta update I'm afraid. We aren't planning any further changes to the protocol now. There might be a couple of bugs fixes or perhaps non-breaking changes made to the structs, but any apps built using the current spec should continue to work after launch.
  10. Hoo

    F1 2020 UDP Specification

    @F1Setups & @StryderIT, Thanks for reporting this issue. The gears should be working in the new beta version, so looks like something has gone wrong here. I'll ask the team to take a look.
  11. Hoo

    F1 2020 UDP Specification

    Thanks for confirming. I've asked the team to double-check in case there is anything incorrectly marked up.
  12. Hoo

    F1 2020 UDP Specification

    Hi @LonelyRacer - surface id#12 is our default material which shouldn't be used for the road surface. Can you confirm where on the track you were seeing this? Was it the whole circuit or just a specific section of it? Thanks.
  13. Hoo

    F1 2020 UDP Specification

    Sorry - there's been a delay with the update. It is now expected next week.
  14. Hoo

    F1 2020 UDP Specification

    Thanks - I've updated that now.
  15. Hoo

    F1 2020 UDP Specification

    Hi All, We’ve made some changes to the UDP data based on your feedback. This has resulted in multiple changes to the packet structure, so please check against the latest spec on the first page of this thread to see what has changed. The intention is for this to be the final 2020 specification now – we don’t plan on making any structural changes unless a serious issue is found. We can obviously still fix bugs if the data isn’t working correctly, so please let us know if you spot anything wrong. The changes that have been made are: Beta 2: Added m_secondaryPlayerCarIndex into the PacketHeader to identify the second player in splitscreen mode Beta 2: Updated the comments in the ersDeployMode of the CarStatusData packet to show the correct ERS values Beta 3: Added the MFD panel index to the PacketCarTelemetryData to identify what HUD screen the player is currently viewing Beta 3: Added best sector times and lap numbers to the LapData packet to allow tracking of the best sector times in the session. Note: all sector times have been changed to milliseconds (uint16 instead of float) to reduce the packet size to make room for the extra data Beta 3: Added m_drsFault to the CarStatusData packet to show when DRS has been disabled due to a technical fault Beta 3: Added a Speed trap triggered event (“SPTP”). This provides the vehicleID and speed of the fastest car to pass through the speed trap. Note: the intention is to change this so that it triggers whenever a car beats its own speed trap record, rather than just showing the fastest car. Beta 3: Bug fix to correctly show front wing damage as 100% in the UDP data when wing is removed Beta 3: Bug fix to only show data for active cars Beta 3: Updated driver ID table in the appendices as some drivers were missing or using incorrect IDs Beta 3.1: Added m_drsActivationDistance to CarStatusData to indicate whether the car has passed detection and when it will be available in the subsequent activation zone (next patch) Beta 3.1: Suggested gear added to the car telemetry packet (next patch) The final two points may result in a data mismatch until the updated beta patch comes out with these new fields added. I decided to post the intended final spec rather than changing this multiple times in the same week. Thanks, Hoo.
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